Search found 27 matches
- Wed Nov 13, 2024 7:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow expanding/collapsing inventory colums
- Replies: 1
- Views: 117
Re: Allow expanding/collapsing inventory colums
Settings > Interface > Flat character GUI
- Tue Sep 10, 2024 9:43 pm
- Forum: Ideas and Suggestions
- Topic: write-protectable / write-once blueprints
- Replies: 6
- Views: 1912
Re: write-protectable / write-once blueprints
This would be helpful for me because my rail books are always deeply nested, making it impractical to cycle while holding the book. I have to dig in and pull out the sub-book that has what I want.
- Tue Sep 10, 2024 9:37 pm
- Forum: Ideas and Suggestions
- Topic: Rework of the game's trophies list
- Replies: 23
- Views: 2026
Re: Rework of the game's trophies list
I would be fine with them being removed completely as actions in game should be rewarded in game. People like having achievements, so keep them, but if any effort is put into a change, it would be better spent adding new mechanics or bonuses for accomplishing difficult tasks. Fortunately, we're ...
- Tue Jul 30, 2024 2:16 am
- Forum: Gameplay Help
- Topic: add an option to make the copy function not save a blueprint
- Replies: 6
- Views: 928
Re: add an option to make the copy function not save a blueprint
Have you tried Ctrl+c and Ctrl+v?
- Thu Jul 25, 2024 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey for Switching Train [Automatic] <-> [Manual]
- Replies: 1
- Views: 408
Re: Hotkey for Switching Train [Automatic] <-> [Manual]
If you're not targeting a train, it could default to the train you're in.
- Sun Jul 14, 2024 1:41 am
- Forum: Ideas and Suggestions
- Topic: Make lights visible in the shade
- Replies: 2
- Views: 418
Re: Make lights visible in the shade
At night, rail block visualizations are also harder to see. For me, magenta disappears.
- Mon Jun 10, 2024 2:33 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 14886
Re: Trains: Chain signals should factor in the length of the train
I'd like to see a dynamic signal that can do two things:
1. Act as a rail signal to trains at or below a set length, and as a rail chain signal otherwise.
2. Block trains at or above a set length from entering.
1. Act as a rail signal to trains at or below a set length, and as a rail chain signal otherwise.
2. Block trains at or above a set length from entering.
- Wed Jun 05, 2024 3:39 am
- Forum: Implemented in 2.0
- Topic: Substation maximum electric connections request
- Replies: 3
- Views: 769
- Sat Apr 27, 2024 1:09 am
- Forum: Ideas and Suggestions
- Topic: Super force build should be the default.
- Replies: 4
- Views: 1259
Re: Super force build should be the default.
I would prefer Force build to be the default because if my imperfect clicking causes an overlap with, let's say, my rail signals, I want that to fail. I would therefore use the keybind for Force build every time just to save myself the frustration.
If they change nothing, we'll still be able to ...
If they change nothing, we'll still be able to ...
- Tue Apr 23, 2024 6:09 am
- Forum: Ideas and Suggestions
- Topic: Hold R to rotate rails in ghost build mode
- Replies: 3
- Views: 684
Re: Hold R to rotate rails in ghost build mode
+1
This is already frustrating without all 16 directions.
This is already frustrating without all 16 directions.
- Fri Apr 19, 2024 11:01 pm
- Forum: Ideas and Suggestions
- Topic: Train Length Limit Sign
- Replies: 2
- Views: 834
Re: Train Length Limit Sign
Two entities I'm thinking of:
One is a restrictive signal that acts like a rail signal to trains with lengths at or below the limit and acts like a rail chain signal to everything else. This would allow long trains to pass through but not stop. This might be useful for intersections that allow ...
One is a restrictive signal that acts like a rail signal to trains with lengths at or below the limit and acts like a rail chain signal to everything else. This would allow long trains to pass through but not stop. This might be useful for intersections that allow ...
- Wed Apr 10, 2024 1:48 am
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 2353
Re: Let construction robots place items that were just deconstructed nearby
This would significantly increase the chance of personal robots becoming deadlocked. More frustrating than it's worth.
- Mon Mar 04, 2024 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
- Replies: 5
- Views: 783
Re: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
I didn't even realize that was an option.
+1 because that's how that should work.
+1 because that's how that should work.
- Mon Mar 04, 2024 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
- Replies: 5
- Views: 783
Re: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
I'm trying to understand what you did that wasn't working. Did you put down an inserter ghost and the robots didn't place the inserter?
- Fri Mar 01, 2024 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Circuit control "Request from buffer chests"
- Replies: 3
- Views: 527
Re: Circuit control "Request from buffer chests"
Please validate my suggestion with a better use case. Thanks!
- Fri Mar 01, 2024 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Circuit control "Request from buffer chests"
- Replies: 3
- Views: 527
Circuit control "Request from buffer chests"
What ?
Add an option to enable/disable "Request from buffer chests" on requester chests via the circuit network.
Why ?
When manually accessing requester chests, new requests are sent while you're digging through the chest. This causes it to double some requests, leading to unnecessary buffering ...
Add an option to enable/disable "Request from buffer chests" on requester chests via the circuit network.
Why ?
When manually accessing requester chests, new requests are sent while you're digging through the chest. This causes it to double some requests, leading to unnecessary buffering ...
- Fri Mar 01, 2024 12:11 am
- Forum: Ideas and Suggestions
- Topic: Enable/disable alerts (like structure killed by biters) in options menu
- Replies: 2
- Views: 2640
Re: Enable/disable alerts (like structure killed by biters) in options menu
I kind of like the idea of this being on the shortcut bar so you can turn off turret alerts PER MAP. You might not want them on your own map but need them on the map you share with friends, for instance.
- Thu Feb 29, 2024 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 22
- Views: 3003
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
Currently, if a process slows or stops, input belts will backup and be fully packed. If the stacks aren't full, then the belt will not be fully packed. My question is, how will this affect throughput? I don't see it having any significant impact once the process is running again, and if the process ...
- Thu Feb 29, 2024 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Impovements on personal transport
- Replies: 4
- Views: 871
Re: Impovements on personal transport
There are so many transportation mods that I would be surprised if the devs added a faster option than the spidertron. If you really are spending too much time travelling, I recommend the Teleporters mod.
- Thu Feb 29, 2024 7:35 pm
- Forum: Outdated/Not implemented
- Topic: Splitter filter and input priority
- Replies: 4
- Views: 1089
Re: Splitter filter and input priority
I'm not seeing this behavior from splitters. Mine are working exactly how you said you want them to. Are you playing with mods? One of your mods may be breaking the splitter.